Starting at 10th level, you gain the ability to transform into a being entirely composed of water. Water … You can also cast this spell as a level 2 spell instead of level 3. Cost: 12. WATER WALK Allows your army to use part of its movement to walk across bodies of water. A water deity is a deity in mythology associated with water or various bodies of water. The water mage has the following wizard spells prepared: Starting at 18th level, you learn the call lightning spell. "It can hold any form, take any shape..." She lowers her hand, the water not following, being suspended in midair. Starting at 15th level, You may spend an action and 6 Fluidity Points to freeze water coating your body. Complete list of all D&D spells, rulebooks, feats, classes and more! On a success, the creature takes no damage. 4th level (3 slots): control water, watery sphere The spell doesn’t count against your number of spells known. Duration: 1 Day Basic Effect: The casting hero may follow a movement path across water, provided the end destination is an unoccupied location on land. Starting at 3rd level, you can harness your internal well of magic to lower the temperature of water. As a Water Manipulator you gain the following class features. Any combination of dragons that possess: Return to Breeding Index page. Each tentacles take 10 gallons of water to create. Rune magic allows a character to unlock the power contained within magical symbols and sigils. While in this state, you are no longer considered to be drenched and can not receive any of the benefits being drenched. Choose from the following options: "Stream" produces 1 gallon of water. ———— Note: The breeding numbers below assume no additional elements are present in the breeding pair. This area becomes difficult terrain and the creatures inside take 1d6 cold damage per turn they are in it. Water exists on the Earth in three forms: solid (ice), liquid, and gas (evaporated). You cry out in pain, as you try to remove the knife, but it's already morphing itself again, tiny barbs begin to protrude from the knife, slicing through skin and taking hold underneath. Additionally, when you gain a level in this class, you can choose one of the water manipulator spells you know and replace it with another spell from the water manipulator spell list, which also must be of a level for which you have enough Fluidity Points to convert into an appropriate spell slot. Using the Drowned Weapon feature (as well as it's effects) costs 0 Fluidity Points as long as you maintain this form as well. Rarity Common Uncommon Rare Magnificent# of Dragons 2 1 Chance 16.66667% 83.33333% 3 Dragons 0% Chance of Rare Pearl Dragon 83.33333% 0d 08h 00m Water Dragon … Dungeons and Dragons - Mystara Magical Item - Ring of Water Walking Type: Wondrous ItemRarity: Uncommon, Genasi (Water) RelicOriginal Source: Dungeons Master's Guide (dmg193)Campaign ExamplesDesign DetailsContent Updates dmg - Dungeon Masters Guide 5E Standard: While wearing this ring, you can stand on and move across any liquid surface as if it were … As the last flickers of life leave your eyes, the knife once again becomes a puddle of water and flies back to her outstretched hand. You know 2 1st-level spells of your choice from the water manipulator spell list. The damage dealt by the Natural Weapons effect of this spell increases by 1d6 at the 6th level (2d6), 10th level (3d6), 14th level (3d6), and 18th level (4d6). On a hit, the target takes 1d8 slashing, piercing, or bludgeoning damage (your choice). This guide includes shop names from some existing Waterdeep locations, the name of the item, a brief description of that item that your NPCs can give, and a price. School transmutation [water]; Level cleric/oracle 4, druid 4, shaman 4, sorcerer/wizard 6; Domain water 4; Bloodline aquatic 5. Speed 30 ft. While in this form, you are treated as drenched, and you gain resistance to acid, slashing, piercing, and bludgeoning damage from a non-magical attack. Table of Contents. On your turn you can use an action to attack with them for 1d8 of bludgeoning damage per tentacle up to 6(6d8 max), grapple an enemy within 10 ft. of you, or preemptively defend yourself to gain +1 to AC (this stacks with the passive AC gained). Each of these spells must be of a level for which you have enough Fluidity Points to convert into an appropriate spell slot. "Really, I don't know where we would be without it," and with a wave of her hand the knife tears itself free, blood gushing from the now angry wound. On a failure, you cause the target to gain 1 level of exhaustion. You also learn the tidal wave spell. Third choose the ray of frost and prestidigitation cantrips, along with the 1st-level spells Armor of Agathys and Ice Knife. Another important focus of worship of water … The water then slowly fills in the trench over the course of the next round until the normal water level is restored. Type: Adventure. For the magical school in other games, see Water magic. You can transform unexpended fluidity points into one spell slot as a Bonus Action on Your Turn. At 1st level, you know two cantrips of your choice from the water manipulator spell list. Waterdeep was the most common name used by the sea captains docking at the port to trade. Charisma is your spellcasting ability for your water manipulator spells. Tools: None All flying creatures in the storm other than you must succeed a Dexterity saving throw or lose 20 feet in height and all other creatures in the storm have disadvantage on the saving throws they make to maintain concentration. Armor Class 12 (15 with mage armor) If you or the healing target are submerged or drenched in water the healing increases by 1d4. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). In addition, as an action, you may spend up to a maximum of 10 Fluidity Points to increase your speed by an amount of feet equal to twice the amount of Fluidity Points spent. The trench remains until the spell ends or you choose a different effect. Starting one turn after the rain is summoned, any area located directly underneath the storm is considered difficult terrain. When using shape water to attack, make a ranged spell attack against the target. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. Water Magic is a skill in Might and Magic VII: For Blood and Honor that allows the character to learn and cast water magic spells. Spell save DC = 8 + your proficiency bonus + your Charisma modifier, Spell attack modifier = your proficiency bonus + your Charisma modifier. Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Water Manipulator level after 1st, Armor: Light How about these: "Water Elemental Ancestry" - a little lazy, I know. These tentacles grant you a passive +1 to AC while you have 3 to 7 tentacles summoned and +2 to AC when you have all 8 summoned. You learn an additional Water Manipulator spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. If it lands on a creature they must make a dexterity saving throw to avoid it or take 2d8 bludgeoning damage. Enclosed is a guide to magic items shops in the grand city of Waterdeep. In addition, as an action, you may spend up to a maximum of 10 Fluidity Points to increase your speed by an amount of feet equal to twice the amount of Fluidity Points spent. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. In addition, you learn the gust cantrip as well as the gust of wind spell. However, you also gain a weakness to cold, and each time you take cold damage your speed is reduced by 10 ft for 3 rounds. Your mastery over water has granted you immunity to any adverse effects caused by this feature, and along with that, the ability to cast water walk at will, without expending a spell slot. Languages any four languages Starting at 7th level, you may spend 3 Fluidity Points to drench yourself or your allies in healing water and grant 3d8 temporary hit points divided between 1-3 creatures. The water mage is a 10th-level spellcaster. "Water is a most versatile resource" Aryanna said, raising her hand in the air, a small amount of water in her palm. You may spend an action to restore a number of Fluidity Points equal to half of your water manipulator level rounded down. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to cause water to flare between the attacker and yourself before it hits or misses, imposing disadvantage on the attack roll. For this duration you are still considered to be under the effects of alter self and can change to an alternate effect of the spell at will (effectively ending the Typhoon Wings effect). can be used to breed the listed dragons. When you cast the spell, you can choose one of the normal forms for your body to take but for the spells duration you are not considered to be concentrating on the spell (its duration is not affected by this). The spell doesn’t count against your number of spells known. Quarterstaff. The rain persists for a number of turns equal to your Charisma modifier. It takes one action to create 1-4 tentacles. You learn an additional water manipulator cantrip of your choice at 5th level, 9th level, 13th level, and 17th level for a total of six cantrips. You know the shape water cantrip. You can't use this ability again until after a long rest. Starting at 18th level, You may spend 10 Fluidity Points to draw forth the very life essence of your enemy. "Water magic is equally defensive and offensive and concentrates on spells that move or change things. Starting at 14th level, you can spend one hour and 5 FP imbuing you life energy into 1 gallon of water to create an automatic shield of water that will protect you from even unforeseen attacks. Each level, you may learn one more spell, for total known spells equal to your level plus one (not including Create or Destroy Water). Water Magic (水系各種魔法 Mizu Kei Kakushu Mahō) is a Caster Magic and Holder Magic which utilizes the element of water. On a failure, a creature takes the full damage of the attack. From that turn onward, the creature must repeat the saving throw at the start of each of it's turns until it has four successive failures, it succeeds or is rendered incapacitated. Almost all of these items were designed for surface races to spend time beneath the waves. Equipment suffers no damage or expiration from being wet. You must take a long rest before using this feature again. The spell's damage increases by 1d8 and it's range increases by 5 feet when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). On your turn, you may dismiss the rain as a bonus action and/or the entire cloud as an action. They can serve on the battlefield as war mages, but are more valued for their talent at manipulating existing water and controlling the battlefield than for their skills as direct-attacking blasters alone—although they are still formidable evokers, capable of knocking down enemies with bolts of water and crushing army units with a summoned tidal wave. At 20th level, you regain 4 expended fluidity points whenever you finish a short rest. You can create Spell Slots no higher in level than 5th. ... D&D has always been a really high-magic game, so it’s trouble with many traditional themes and particularly with ‘man vs nature’ conflict. Starting at 6th level, While near a body of water, you can summon a series of waves upon land. Skills: Choose two from Acrobatics, Athletics, Stealth, Nature, Persuasion, Deception, Intimidation, Performance. CASTING. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. For Create Food and Water 5e spell, you have to create some food and that food quantity must be 45 pounds of food, 30 gallons of water on the ground or you can use ant containers within a specific range. For every melee attack made against you that is blocked, you lose one tentacle. Even just disabling your adblocker will help (it's only text and plain image ads I promise). If you find these tools helpful, please consider supporting this site. Marids were beautiful genies whose skin matched all of the hues of the vast ocean. Empowered Evocation. You must end your movement on dry land. "Fountain" produces 5 gallons of water. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). April 19, 2020 April 9, 2020 by virat kohil. When you are targeted for an attack, the shield will automatically block it without you having to use an action, if an enemy hits the shield for more damage than it has hp, you will take the remaining damage. Starting at 3rd level, as an action, you may spend 2 Fluidity Points to heal a creature for 1d8 + charisma modifier. You also know the create or destroy water spell and can cast it at 1st level as a bonus action by expending 1 Fluidity Point without using a spell slot. Starting at 14th level, By spending 3 Fluidity Points, you may increase the size of your drowned weapon. Starting at 2nd level, you can interpose rushing water between yourself and an attacking enemy. The user is able to perform a form of magic that allows the user to cast magical spells and feats through water. Up to ten willing creatures you can see within range gain this ability for the duration. Starting at 3rd level, you learn the spiritual weapon spell and can cast it as an action by spending 2 Fluidity Points. (This does not count towards your known spells). When you hit with it, the targets takes an extra 1d8 cold damage. The magic in Dungeons & Dragons consists of the spells and magic systems used in the settings of the role-playing game Dungeons & Dragons (D&D). In addition, if you are under the effects of Water's Body, this effect applies to any attack you make with your weapon as well. Spellcasting. D&D defined the genre of fantasy role-playing games, and remains the most popular table-top version. Water movement may be up to 60% of the hero’s normal movement. Each frozen 5 ft. section has an AC of 5 and 15 hp. Even the early days of roleplaying were seeded with aquatic magic items, from the helmet of underwater action to the Apparatus of Kwalish. Create Food And Water 5E Spell In DnD. Each of these Spells must be of a level for which you have Spell Slots. The average marid stood a towering sixteen to eighteen feet (five and a half meters) tall, looking down upon all other genies. Said to be the favored drink of a party-hard transmutation master who accidentally turned his familiar into living jade. To qualify for multiclassing into the class, you must meet these prerequisites: Charisma - 13, Proficiencies. 2nd level (3 slots): water cube, misty step You're movement speed is reduced 10 ft. and you must keep concentration or you will lose control of the tentacles. My second point is also from a story telling perspective. Starting at 3rd level, Path of the Storm's Body, Path of the River's Blade, Path of the Arctic Flow. Your AC increases by an amount equal to your Charisma modifier (minimum of 1) and you gain resistance to fire and cold damage. Sentience. Starting at 14th level, you regain 1 Fluidity Point every time any water manipulator spell, ability, or feature deals 10 points of damage (this effect may occur up to five times per each instance of damage). Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. First, Charisma should be your highest ability score, followed by constitution. This effect ends after taking 60 points of damage or after 8 hours. Acid Splash, Druidcraft, Friends, Mage Hand, Mending, Message, Minor Illusion, Prestidigitation, Ray of Frost, True Strike, Shape water (automatic with Hydromancy at first level), Absorb Elements, Armor of Agathys, Bane, Charm Person, Chromatic Orb, Command, Cure Wounds, Detect Magic, Fog Cloud, Goodberry, Grease, Healing Word, Ice Knife, Purify Food and Drink, Shield, Witch Bolt, Alter Self, Blindness/Deafness, Blur, Hold Person, Melf's Acid Arrow, Mirror Image, Misty Step, Protection from Poison, Snilloc's Snowball Swarm, Counterspell, Create Food and Water, Dispel Magic, Elemental Weapon, Gaseous Form, Hypnotic Pattern, Mass Healing Word, Sleet Storm, Wall of Water, Water Breathing, Water Walk, Tidal Wave, Blight, Control Water, Dimension Door, Elemental Bane, Evard's Black Tentacles, Ice Storm, Storm Sphere, Vitriolic Sphere, Watery Sphere, Cloudkill, Cone of Cold, Conjure Elemental, Maelstrom, Mislead, Wall of Force, Mass Cure Wounds, Freezing Sphere, Wall of Ice, Programmed Illusion, Prerequisites. This was conquered and renamed Nimoar's Hold before the name \"Waterdeep\" caught on. The water mage has the following wizard spells prepared: Cantrips (at will): light, mage hand, prestidigitation, water bolt Starting at 10th Level, increase the damage of the weapon by 1d8, and another at 18th level (3d8). The bowl can’t be used this way again until the next dawn. Whenever you or your spiritual weapon makes a successful attack against a creature, they must make a Constitution saving throw. Starting at 6th level, when under the effects of the alter self spell, you may spend 3 Fluidity Points to end the current option to grant yourself the Typhoon Wings effect. The spell doesn’t count against your number of spells known. Not every such mark has the potential for power. Starting at 6th level you can learn the spell 'water wall' without it counting as a spell you know. Fluidity points reset after each long rest. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd, or 3rd level. You can use an action and 2 FP to freeze the entirety of the wall or any 5 ft. section of the wall. Drown contains a spark of Olhydra, the Princess of Evil Water. The created Spell Slots Vanish at the end of a Long Rest. Additionally, you may extend the duration of the spell by an hour by spending another Fluidity Point. At level 9, increase dice by 1d8. The trench extends across the spell's area, and the separated water forms a wall to either side. In addition to shape water's noted uses, its range is increased by 30ft and you may use the cantrip to attack. In addition, you learn the control winds spell. You use your Charisma whenever a spell refers to your spellcasting ability. More amphibious point of view are both constant and variable at the port to trade your. 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